Wednesday, June 29, 2016

Cache Goblin Race

Still under construction.

The cache goblin race featured below, is inspired by World of Warcraft.

Cache Goblin Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Cache goblins are quick and clever, but lack physical power.

Humanoid (Goblinoid): Cache goblins are humanoids with the goblinoid subtype.

Small: Cache goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Cache goblins have a base speed of 30 feet.

Low-Light Vision: Cache goblins can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Miserly Manner: Cache goblins gain a +2 racial bonus to CMD against disarm, steal and sunder maneuvers and on Perception checks to notice Sleight of Hand attempts. Items, objects, materials and substances attended by or in the possession of a cache goblin gain a +2 racial bonus on saving throws. (2 RP)

Market Sense: Cache goblins gain a +1 racial bonus on Appraise, Linguistics and Profession (merchant) checks. They also gain a +1 racial bonus on Bluff, Diplomacy and Sense Motive checks to locate, purchase, trade and/or sell goods, unique or otherwise. (2 RP)

Alchemy Affinity: Cache goblins gain a +2 racial bonus on Craft (alchemy) checks. (1 RP)

Cache Rocket (Su): As a swift action, a cache goblin may launch a single pyrotechnic as if using a supernatural snapdragon fireworks effect, as the spell. As the key ability score for that effect, that goblin may use any mental ability score. That effect has an effective caster level equal to that goblin's character level, and an effective spell level equal to half that (minimum 1). For every 4 caster levels beyond the first, that effect adds 1d4 to the damage dealt by the pyrotechnic. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)

Rocket Leap (Su): A cache goblin may expend a use of his or her Cache Rocket ability with any Acrobatics check made to jump, and gain a circumstance bonus on that check equal to 20 + his or her character level. (0 RP)

Languages: Cache goblins begin play speaking Goblin and Common. Cache goblins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Monday, June 27, 2016

Tinker Gnome Race

Still under construction.

The tinker gnome race featured below, is partly inspired by World of Warcraft.

Tinker Gnome Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Tinker gnomes are nimble and insightful, but lack physical power.

Humanoid (Gnome): Tinker gnomes are humanoids with the gnome subtype.

Small: Tinker gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Tinker Gnomes have a base speed of 30 feet.

Low-Light Vision: Tinker Gnomes can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Force Resilience: Tinker gnomes gain resistance 2 against force damage and a +2 racial bonus on saving throws against spells and effects with the force descriptor. (1 RP)

Artifice Affinity: Tinker gnomes gain a +1 racial bonus on all Craft and Profession checks, as well as Knowledge (engineering) checks. (2 RP)

Unfettered Spirit: Tinker gnomes gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple or pin, and to CMD against grapple maneuvers. They also gain a +2 racial bonus also on saving throws against spells and effects that restrict movement, such as binding, imprisonment, entangle, grappling, paralysis, pinning, slow, temporal stasis and web. (2 RP)

.....

Languages: Tinker gnomes begin play speaking Gnome and Common. Tinker gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Jungle Troll Race

Still under construction.

The jungle troll race featured below, is inspired by World of Warcraft. The giant subtype chosen for this race, reflects trolls native to D&D more than anything else, and is an attempt to help limit the sprawl of having too many humanoid subtypes.

Jungle Troll Racial Traits

+2 Dexterity, +2 Charisma, –2 Intelligence: Jungle trolls are nimble and expressive, but lack intellectual focus.

Humanoid (Giant): Jungle trolls are humanoids with the giant subtype.

Medium: Jungle trolls are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Jungle trolls have a base speed of 30 feet.

Low-Light Vision: Jungle trolls can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Primal Stalker: Jungle trolls gain a +1 racial bonus on attack rolls against animals, magical beasts, plants and vermin. (2 RP)

Berserking (Ex): A jungle troll may use this ability up to once per round – as a swift action to gain a standard action (or) as a standard action to gain a full-round action. Any action one gains from this ability cannot include moving from their current location. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (3 RP)

Healing Factor: Jungle trolls gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Languages: Jungle trolls begin play speaking Giant and Common. Jungle trolls with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, Goblin, Orc, Sylvan, Undercommon.

Additional Information: Some jungle trolls grow through mysterious means to become dire trolls. These trolls may gain the Jotunblood Giant template, which includes rage as a special attack (as a taiga giant) and fast healing 5 as a special quality.

Worgen Race

The worgen race featured below, is inspired by World of Warcraft.

Worgen Racial Traits

+2 Strength, +2 Dexterity, –2 Intelligence: Worgen are strong and swift, but lack intellectual focus. (1 RP)

Humanoid (Human, Shapechanger): Worgen are humanoids with the human and shapechanger subtypes.

Medium: Worgen are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Worgen have a base speed of 30 feet.

Low-Light Vision: Worgen can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Keen Senses: Worgen gain a +2 racial bonus on Perception checks. (2 RP)

Aberrant Resilience: Worgen gain a +3 racial bonus on saving throws against curses and disease, including magical diseases. (1 RP)

Sprinter: Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)

Viciousness: Worgen gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)

Bite: Worgen in true form gain a natural bite attack that deals 1d3 damage at medium size. That bite is a primary attack, or a secondary attack if the worgen wields one or more manufactured weapons. (1 RP)

Running Wild: While their hands remain free, worgen in true form gain a +10 racial bonus to land speed and a +4 racial bonus to CMD against trip maneuvers. (1 RP)

Change Shape, Lesser (Su): A worgen may assume his or her former human form as a standard action, or revert back to true form as a free action at any time. This human form is static and cannot be changed each time it is taken. In that human form, a worgen gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that worgen do not adjust their ability scores and can remain in human form indefinitely. (3 RP)

Test of True Form: Whenever a worgen takes damage while assuming or inhabiting human form by means of his or her Lesser Change Shape racial trait, that worgen must succeed at a concentration check as if casting alter self or instantly revert back to true form. That concentration check may use any mental ability modifier and an effective caster level equal to that worgen's character level. To figure the DC of any such check, each point of ability damage or drain, and each negative level a worgen suffers, is considered 4 hit point damage. (–2 RP?)

Languages: Worgen begin play speaking Common and any single human language. Worgen with high Intelligence scores can choose from the following: Aklo, Aquan, Dwarven, Elven, Gnome, Sylvan, Undercommon.

Alternate Racial Traits

Wild Intuition: Worgen who embrace their accursed circumstances, develop additional survival instincts. They gain a +2 racial bonus on Survival checks. This racial trait removes the shapechanger subtype and replaces both the Lesser Change Shape trait and Test of True Form.

Graveborne Race

Still under construction.

The graveborne race featured below, is inspired by World of Warcraft.

Graveborne Racial Traits

+2 to One Ability Score: Graveborne characters gain a +2 bonus to one ability score of their choice at creation to represent their varied human origins.

Humanoid (Human): Graveborne are humanoids with the human subtype.

Medium: Graveborne are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Graveborne have a base speed of 30 feet.

Low-Light Vision: Graveborne can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Graveborne Resilience: Graveborne gain a +2 racial bonus on all saving throws and ability checks against all effects, conditions, forces and events to which undead are usually immune or not subject by default. (3 RP)

Negative Energy Tolerance: Graveborne gain resistance 5 against negative energy damage, and take no penalty from energy-draining effects. They can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a graveborne has accrued are removed without the need for any additional saving throws. (2 RP)

Graveborne Will: Graveborne that fail a Will save against a mind-affecting effect, receive another save 1 round later to prematurely end the effect and/or any conditions it may have caused (assuming they have a duration greater than 1 round). This second save is made at the same DC as the first. If the graveborne has a similar ability from another source (such as a rogue's slippery mind class feature), he or she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. (1 RP)

Hold Breath: Graveborne can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)

Immortal: Graveborne do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a graveborne as normal. (1 RP)

Languages: Graveborne begin play speaking Common and any single human language. Graveborne with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Saturday, June 25, 2016

Tauren Race

Still under construction.

The tauren race featured below, is inspired by World of Warcraft. The herdfolk subtype chosen for this race, is an attempt to limit the sprawl of having too many humanoid subtypes. Most humanoids based on most hooved mammals would be considered herdfolk.

Tauren Racial Traits

+4 Strength, –2 Dexterity, –2 Intelligence: Tauren are exceptionally strong, but lack physical agility and intellectual focus. (2 RP)

Humanoid (Herdfolk): Tauren are humanoids with the herdfolk subtype.

Medium: Tauren are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Tauren have a base speed of 30 feet.

Low-Light Vision: Tauren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Toughness: Tauren gain Toughness as a racial bonus feat. (2 RP)

Cultivation: Tauren gain a +2 racial bonus on Profession (herbalist) checks and can make those checks untrained. (1 RP)

War Stomp (Su): As a standard action, a tauren may evoke 5 supernatural thunderstomp effects at once, each as the spell, with no need to target the same creature. As the key ability score for those effects, that tauren may use any mental ability score as if it were 4 points higher. Those effects have an effective caster level equal to that tauren's character level, and an effective spell level equal to half that (minimum 1). The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)

Languages: Tauren begin play speaking Herdfolk and Common. Tauren with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnoll, Orc, Sylvan, Terran.

Pandaren Race

The pandaren race featured below, is inspired by World of Warcraft.

Pandaren Racial Traits

+2 Wisdom: Pandaren are wise and contemplative.

Humanoid (Ursinoid): Pandaren are humanoids with the ursinoid subtype.

Medium: Pandaren are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Pandaren have a base speed of 30 feet.

Low-Light Vision: Pandaren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Insulated: Against pandaren in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down. (1 RP)

(1 RP undefined)

Gourmand: Pandaren gain a +3 racial bonus on all Profession checks related to food and drink, as well as Survival checks to get along in the wild. (1 RP)

Monastic Legacy: Pandaren gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons. (2 RP)

Dazing Fist: Pandaren gain Dazing Fist as a racial bonus feat, even without meeting the prerequisites, and may use it three additional times per day. (3 RP)

Languages: Pandaren begin play speaking Pandaren and Common. Pandaren with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Friday, June 24, 2016

Moogle Race

Still under construction.

The moogle race featured below, is inspired by Final Fantasy. While some varieties of moogle found among the Final Fantasy titles are able to fly by virtue of being moogle alone, such flight is typically not permitted for Pathfinder player races of a Standard power level.

Moogle Racial Traits (10 RP)

+2 Dexterity, –2 Strength, +2 to One Mental Ability Score: Although they lack physical power, moogle characters are nimble and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind.

Humanoid (Kupokin): Moogles are humanoids with the kupokin subtype.

Small: Moogles are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Moogles have a base speed of 30 feet.

Low-Light Vision: Moogles can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Kupo Kind: Upon creation, moogle characters become one kupo kind they select from the following list. (2 RP)
  • Arboreal: Those of this kupo kind gain a climb speed of 20 feet along with the +8 racial bonus on Climb checks that speed normally grants.
  • Naturally Psionic: Those of this kupo kind receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
  • Subterranean: Those of this kupo kind gain Darkvision out to 60 feet.

Kupo Customs: Upon creation, moogle characters gain two kupo customs they select from the following list. (4 RP)
  • Academics: Those with this kupo custom learn one additional language every time they put a rank in the Linguistics skill. The maximum DC for Knowledge checks they can make untrained increases by 5. Once per day, each of them can reattempt any previous Knowledge check and use the best result.
  • Commerce: Those with this kupo custom gain a +2 racial bonus on Appraise checks and determine carrying capacity as if their Strength scores were each 2 points higher.
  • Cooperation: Those with this kupo custom gain a +2 racial bonus on Diplomacy checks. Each bonus they grant an ally via the aid another action increases by 1.
  • Domestication: Those with this kupo custom gain a +2 racial bonus on Handle Animal checks and can make those checks untrained. That bonus increases to +5 with regard to flightless birds, such as the axe beak and variations thereof.
  • Showmanship: Those with this kupo custom gain a +1 racial bonus on Acrobatics, Fly and Perform (dance) checks. The dodge bonus to AC they gain when fighting defensively or using the total defense action increases by 1.
  • Technology: Those with this kupo custom gain Technologist as a racial bonus feat.

Mana Moxie: Moogles gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP)

Vestigial Wings, Lesser: Each moogle in true form has a pair of undersized, leathery wings similar to those of a bat. Those wings are only strong enough to grant a +2 racial bonus on Fly skill checks one makes using other active methods of flight that need not such wings. (1 RP)

Gravitic Guile (Ex): As a free or immediate action, a moogle may suppress or reassert any number of levitate, defy gravity or similar effects upon him or herself. While subject to the active duration of such an effect, a moogle with wings expressed to have any aerial function, may use those wings in a suitable atmosphere to possess a fly speed of 20 feet (average) and avoid any airborne instability such an effect usually incurs. Any fly speed this ability enables, counts as a typical wing-based fly speed in all other respects. (1 RP)

Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose from the following: Auran, Dwarven, Giant, Gnome, Sylvan, Terran, Undercommon.

Random Moogle Height and Weight:

Male Height: 2 ft. 0 in. + 2d12 in.
Male Weight: 20 lbs. + 2d10 lbs.
Female Height: 1 ft. 10 in. + 2d12 in.
Female Weight: 16 lbs. + 2d10 lbs.

Character Traits

Mental Reconfiguration (Race or Psionic)
You have shifted one of your psionic paradigms to the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one manifesting class and one mental ability score. Any manifesting ability you gain from the chosen class, becomes keyed to the chosen ability score as its primary manifesting ability score for all purposes.

Tech Savvy (Race or Regional)
You have acquired additional expertise regarding the advancements of your culture.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.

Relevant Feats

Gliding Wings
Rigorous training and transmutation have made your wings suitable for gliding.
Prerequisite: Vestigial Wings or Lesser Vestigial Wings.
Benefit: In true form, you may use your wings to glide with average maneuverability to prevent falling damage (as if subject to a nonmagical feather fall spell). While in midair, you can move up to 5 feet laterally for every 1 foot you drop when falling at a speed of 60 feet per round. You cannot gain height with your wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.

Gravitic Guru (Moogle)
You have developed your innate capacity for gravity manipulation.
Prerequisite: moogle, Character level 3rd.
Benefit: As a free or immediate action, you may levitate yourself (as the spell) for a number of rounds equal to 5d6 + your highest mental ability modifier. You may use this supernatural ability once per day per character level, adding the duration of each use to any remaining duration from previous uses. Fly is a class skill for you.

Lantern Antenna (Moogle)
You were born with a luminescent feature at the end of your antenna.
Prerequisite: moogle.
Benefit: You possess a tough translucent sac or hard crystalline structure at the end of the wiry antenna emerging from atop your head. While in true form, you may energize that particular feature to provide any amount of illumination up to that of a torch. You may adjust, suspend or resume this extraordinary ability as a free or immediate action. This ability is suspended whenever you fall asleep or are rendered unconscious.
Special: You may only acquire this feat at 1st-level.

Thursday, June 23, 2016

Eredar Races

Still under construction.

The eredar races featured below, draenei and man'ari, are inspired by World of Warcraft.

Draenei Racial Traits

+2 Strength, +2 Wisdom, –2 Dexterity: Draenei are strong and wise, but lack physical agility.

Humanoid (Eredar): Draenei are humanoids with the eredar subtype.

Medium: Draenei are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Draenei have a base speed of 30 feet.

Low-Light Vision: Draenei can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Shadow Tempered: Draenei gain a +1 racial bonus on saving throws against curses, death effects, energy drain, fear, despair, pain, negative energy and necromancy effects. (1 RP)

Tailed Digitigrade: Draenei in true form gain a +3 racial bonus on Acrobatics checks made to balance or jump. (1 RP)

Gemcutting: Draenei gain a +2 racial bonus on Craft and Profession checks involving gems and crystals. (1 RP)

Heroic Legacy: Each bonus a draenei grants any ally via the Aid Another action increases by 1. (1 RP)

Hatred: Draenei gain a +1 racial bonus on attack rolls against humanoids with the orc subtype, and against outsiders with the evil subtype, due to special training against these hated foes. (1 RP)

Naaru's Gift (Su): As a free or immediate action, a draenei may grant one target creature within medium range (100 ft. + 10 ft./level) a supernatural form of fast healing 1 that functions for 3 rounds in addition to every other source of fast healing that creature may already possess. The amount of fast healing this ability grants, increases by 1 per 3 effective caster levels beyond the first. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)

Languages: Draenei begin play speaking Eredun and Common. Draenei with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Man'ari Racial Traits

+2 Strength, +2 Charisma, –2 Dexterity: Man'ari are strong and expressive, but lack physical agility.

Outsider (Eredar, Evil, Native): Man'ari are outsiders with the eredar, evil and native subtypes. (3 RP)

Medium: Man'ari are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Man'ari have a base speed of 30 feet.

Darkvision: Man'ari can see in the dark up to 60 feet. (0 RP)

Low-Light Vision: Man'ari can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Shadow Tempered: Man'ari gain a +1 racial bonus on saving throws against curses, death effects, energy drain, fear, despair, pain, negative energy and necromancy effects. (1 RP)

Energy Resistance: Man'ari gain fire resistance 5. (1 RP)

Tailed Digitigrade: Man'ari in true form gain a +3 racial bonus on Acrobatics checks made to balance or jump. (1 RP)

Languages: Man'ari begin play speaking Eredun and Common. Man'ari with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Deep Imaskari Race

Still under construction.

This version of the deep imaskari race, focuses on their desire to remain hidden, elusive and secretive, both by practice and successive alterations to their physiology over time. Their previous Spell Clutch racial trait could only be used by spellcasters with spell slots, so I dropped it in favor of others that would work with less regard for the chosen class levels of a given character.

Deep Imaskari Racial Traits

+2 Intelligence, +2 Charisma, –2 Dexterity: Deep imaskari possess bright and nimble minds, but lack physical agility. (1 RP)

Humanoid (Human): Deep imaskari are humanoids with the human subtype.

Medium: Deep imaskari are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Deep imaskari have a base speed of 30 feet.

Low-Light Vision: Deep imaskari can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Camouflage: Deep imaskari gain a +4 racial bonus on Stealth checks while in underground terrain. (1 RP)

Nondetection (Su): Deep imaskari gain the continous effect of nondetection, as if each of them had cast that spell upon him or herself, as a wizard with an effective caster level equal to their character level. (1 RP)

Guarded Mind: Deep imaskari gain a +3 racial bonus on all Will saving throws. (2 RP)

Languages: Deep imaskari begin play speaking Common and Roushoum. Deep imaskari with high Intelligence scores can choose from the following: Abyssal, Aklo, Celestial, Draconic, Infernal, Terran, Undercommon.